khanat-opennel-code/code/ryzom/common/src/game_share/body.cpp

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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h"
//
#include "nel/misc/debug.h"
#include "nel/misc/string_conversion.h"
//
#include "body.h"
using namespace std;
using namespace NLMISC;
const uint8 NbBodySlotParts = 6;
namespace BODY
{
NL_BEGIN_STRING_CONVERSION_TABLE (TBodyType)
NL_STRING_CONVERSION_TABLE_ENTRY(Homin)
NL_STRING_CONVERSION_TABLE_ENTRY(Quadruped)
NL_STRING_CONVERSION_TABLE_ENTRY(LandKitin)
NL_STRING_CONVERSION_TABLE_ENTRY(FlyingKitin)
NL_STRING_CONVERSION_TABLE_ENTRY(Fish)
NL_STRING_CONVERSION_TABLE_ENTRY(Bird)
NL_STRING_CONVERSION_TABLE_ENTRY(Plant)
NL_END_STRING_CONVERSION_TABLE(TBodyType, ConversionType, UnknownBodyType)
///
TBodyType toBodyType( const std::string &str )
{
return ConversionType.fromString(str);
}
///
const std::string& toString( TBodyType type )
{
return ConversionType.toString(type);
}
NL_BEGIN_STRING_CONVERSION_TABLE (TBodyPart)
NL_STRING_CONVERSION_TABLE_ENTRY(HHead)
NL_STRING_CONVERSION_TABLE_ENTRY(HChest)
NL_STRING_CONVERSION_TABLE_ENTRY(HArms)
NL_STRING_CONVERSION_TABLE_ENTRY(HHands)
NL_STRING_CONVERSION_TABLE_ENTRY(HLegs)
NL_STRING_CONVERSION_TABLE_ENTRY(HFeet)
NL_STRING_CONVERSION_TABLE_ENTRY(QHead)
NL_STRING_CONVERSION_TABLE_ENTRY(QBody)
NL_STRING_CONVERSION_TABLE_ENTRY(QFrontPaws)
NL_STRING_CONVERSION_TABLE_ENTRY(QFrontHooves)
NL_STRING_CONVERSION_TABLE_ENTRY(QRearPaws)
NL_STRING_CONVERSION_TABLE_ENTRY(QRearHooves)
NL_STRING_CONVERSION_TABLE_ENTRY(LKHead)
NL_STRING_CONVERSION_TABLE_ENTRY(LKBody)
NL_STRING_CONVERSION_TABLE_ENTRY(LKFrontPaws1)
NL_STRING_CONVERSION_TABLE_ENTRY(LKFrontPaws2)
NL_STRING_CONVERSION_TABLE_ENTRY(LKRearPaws1)
NL_STRING_CONVERSION_TABLE_ENTRY(LKRearPaws2)
NL_STRING_CONVERSION_TABLE_ENTRY(FKHead)
NL_STRING_CONVERSION_TABLE_ENTRY(FKBody)
NL_STRING_CONVERSION_TABLE_ENTRY(FKPaws1)
NL_STRING_CONVERSION_TABLE_ENTRY(FKPaws2)
NL_STRING_CONVERSION_TABLE_ENTRY(FKWings1)
NL_STRING_CONVERSION_TABLE_ENTRY(FKWings2)
NL_STRING_CONVERSION_TABLE_ENTRY(FHead)
NL_STRING_CONVERSION_TABLE_ENTRY(FBody)
NL_STRING_CONVERSION_TABLE_ENTRY(FFrontFins1)
NL_STRING_CONVERSION_TABLE_ENTRY(FFrontFins2)
NL_STRING_CONVERSION_TABLE_ENTRY(FRearFins1)
NL_STRING_CONVERSION_TABLE_ENTRY(FRearFins2)
NL_STRING_CONVERSION_TABLE_ENTRY(BHead)
NL_STRING_CONVERSION_TABLE_ENTRY(BBody)
NL_STRING_CONVERSION_TABLE_ENTRY(BFeet1)
NL_STRING_CONVERSION_TABLE_ENTRY(BFeet2)
NL_STRING_CONVERSION_TABLE_ENTRY(BWings1)
NL_STRING_CONVERSION_TABLE_ENTRY(BWings2)
NL_STRING_CONVERSION_TABLE_ENTRY(PUpperTrunk)
NL_STRING_CONVERSION_TABLE_ENTRY(PTrunk)
NL_STRING_CONVERSION_TABLE_ENTRY(PLeaves1)
NL_STRING_CONVERSION_TABLE_ENTRY(PLeaves2)
NL_STRING_CONVERSION_TABLE_ENTRY(PLowerTrunk)
NL_STRING_CONVERSION_TABLE_ENTRY(PVisibleRoots)
NL_END_STRING_CONVERSION_TABLE(TBodyPart, ConversionLoc, UnknownBodyPart)
///
TBodyPart toBodyPart( const std::string &str )
{
return ConversionLoc.fromString(str);
}
///
const std::string& toString( TBodyPart loc )
{
return ConversionLoc.toString(loc);
}
/// convert a body part to a slot equipement
SLOT_EQUIPMENT::TSlotEquipment toSlotEquipement(TBodyPart loc)
{
if (loc >= 0 && loc < NbBodySlotParts)
{
switch(loc%NbBodySlotParts)
{
case 0:
return (SLOT_EQUIPMENT::HEAD);
case 1:
return (SLOT_EQUIPMENT::CHEST);
case 2:
return (SLOT_EQUIPMENT::ARMS);
case 3:
return (SLOT_EQUIPMENT::HANDS);
case 4:
return (SLOT_EQUIPMENT::LEGS);
case 5:
return (SLOT_EQUIPMENT::FEET);
default:
return SLOT_EQUIPMENT::UNDEFINED;
};
}
else
return SLOT_EQUIPMENT::UNDEFINED;
}
/// get a body part from a body type and a slot type
TBodyPart getBodyPart( TBodyType type, SLOT_EQUIPMENT::TSlotEquipment slot)
{
uint8 index;
switch(slot)
{
case SLOT_EQUIPMENT::HEAD:
index = 0;
break;
case SLOT_EQUIPMENT::CHEST:
index = 1;
break;
case SLOT_EQUIPMENT::ARMS:
index = 2;
break;
case SLOT_EQUIPMENT::HANDS:
index = 3;
break;
case SLOT_EQUIPMENT::LEGS:
index = 4;
break;
case SLOT_EQUIPMENT::FEET:
index = 5;
break;
default:
return UnknownBodyPart;
};
switch(type)
{
case Homin:
return (TBodyPart)(BeginHomin+index);
case Quadruped:
return (TBodyPart)(BeginQuadruped+index);
case LandKitin:
return (TBodyPart)(BeginLandKitin+index);
case FlyingKitin:
return (TBodyPart)(BeginFlyingKitin+index);
case Fish:
return (TBodyPart)(BeginFish+index);
case Bird:
return (TBodyPart)(BeginBird+index);
case Plant:
return (TBodyPart)(BeginPlant+index);
default:
return UnknownBodyPart;
};
}
TBodyPart getMatchingHominBodyPart(TBodyPart src)
{
if ((uint) src >= NbBodyParts) return UnknownBodyPart;
return (TBodyPart) (src % 6);
}
}; // BODY